Mining ships
One of our players was showing me the Star Trek Fleet Commander game on his pad where he was mining ore from an asteroid. So I decided to generate the following. Why mine when a replicator can produce almost anything that the heart desires but for some reason the need to mine is there. I guess not everything can be replicated or the need for the materials that are needed to be used in the replicator
Mining Lasers
A typical mining laser is a combination of a laser, tractor beam and mineral processing system capable of lasering portions of rock from an asteroid tractor beaming it into and extracting the useful materials from the lasered ore. Each laser can mine a percentage of ore from the asteroids. (see below)
The laser can be used as a weapon even though it has a range less than a standard laser weapons. Unlike standard laser weapons the mining laser is in a fixed position and does not change position. The mining laser is a power hog and makes a bad weapon during a battle as a main weapon and is a save-our-skins maneuver. (I generated them out the standard laser table in basic sourcebook and TOS sourcebook.) The average mining laser is capable of blasting out a 100 kilograms of ore per round and only a percentage of that ore is capable of being used as it is a mix of other raw materials that taint the asteroid.
Class - US’s - power - damage - Range - shots - Available
Class A - 5 - 32 - 20 - 2/5,000/15,000/50,000 - 1 - 22nd century
Class B - 7 - 34 - 40 - 3/6,000/18,000/70,000 - 1 - late 22nd
Class C - 9 - 36 - 60 - 3/7,500/23,000/75,000 - 1 - early 23rd
Class D - 12 - 38 - 80 - 4/10,000/30,000/80,000 - 2 - mid to late 23rd
Class E - 13 - 40 - 100 - 5/13,000/40,000/125,000 - 2 - early 24th
The ore processor is basic processor seen even on DS9 but only extracts the raw materials to be refined else were. Due to the fact that the processor that extracts the useful ore is not refining the material it half as efficient as the Ore Processors on DS9 so the below is the Ore Extraction Processor constructions. This is not really needed as the mixed ore can be transported to a refinery where it would be processed in a standard refinery.
Ore Extraction Processor
SU’s Cost: Size + 5 for processor, + 10 for a fully automated systems, +2 SU’s for the computer monitoring, +1 SU’s per 10% (up to 60%) material extracted from ore.
Power Cost: Equal to the SU’s for power.
The ore is stored in the ships hold. The ship may have a specially designed hold that is dedicated to the storage of the ore once it has been extracted from the other materials.
Percentage of usable ore in asteroid depends on the asteroid. The Asteroid may have only trace amounts of ore, while another asteroid may be saturated with useable ore. A scan of an asteroid can determine the amount of ore in the asteroid that will be available.
Using the Starship Size Table to determine the mass of an Asteroid as raw materials can run heavier than processed materials you can multiply the mass range by four. Your option. To determine the amount of the materials that are in the asteroid I fall back on a FASA rule for designing planets.
Minerals in the asteroid or wherever
Minerals are generated as the following in the five groups. Roll a 2d10 dice to determine the percentage of material that is in the asteroid. Like always setting in die to be the single digit and the other the tens digit gives you a range starting at double 0 up to 99. Subtract the number for the rolled dice. Then it takes ten hours to determine where the mineral veins lay within he asteroid itself before mining can begin.
normal metals (iron, copper, etc.)
special metals (pergium, topalin, ryetalyn and others) -35
radioactives (uranium, etc.) -20
gem stones (diamonds, rubies, flame gems, etc.) -30
Industrial crystals (dilithium, special silicates, etc.) -40
For example an Asteroid that is size ten that is 892 x 756 x 346 meters in size weighing in at over six million metric tons would have the following materials with a rolls that I made for this.
normal metals 20% (mostly iron and copper)
special metals 0%
radioactives 30 % (most of the materials are unusable ores such as Uranium)
gem stones 8% (Unique gems that are worth only a slip of Latium per ton)
Industrial crystals 1% (traces of dilithium dust in the makeup of the asteroid.)
So per round the ship can claim 20% normal metals of the 50% that is extracted form the asteroid by the mining.
normal metals = 10 kilograms per round
special metals = none
radioactives = 15 kilograms per round
gem stones = 4 kilograms per round
Industrial crystals = a half kilogram of dilithium dust per round
So to fill the hold of the ship below it would take the following times
normal metals = 144 days
special metals = none
radioactives = 96 days
gem stones = twenty minutes for each ton that is collected
Industrial crystals = 2893 days for dilithium dust for what good dust is as it needs to be in a solid crystal to be of use.
Dilithium - house rule: with dilithium being over thirty percent the use of the laser will create an instability in the asteroid as the energy is channeled into destructive energies like when the dilithium is used in the warp engine. For each 5 percentages over thirty the difficulty is increased by one. The resulting explosion is 1000 times the size of the asteroid if safety checks are not made in the mining.
Tons and cubic meters house rule: Each type of ore will have a different weight to it so as a blanket rule two cubic meters equal one ton of cargo.
A typical Mining ship (A converted cargo carrier for this posting.)
Miscellaneous Next Generation Starships size 4 – Mining Ship
Class and Type: Civilian mining ship
Commissioning Date: 24th Century
Hull Systems
Size: 4
Length: 140 meters
Beams: 40 meters
Height: 25 meters
Decks: 3
Mass: 100,000 metric tons
SUs Available: 800 -1300
SUs Used: 746
Hull Outer <16>
Hull Inner <16>
Resistance Outer Hull: 6 <6>
Resistance Inner Hull: 6 <6>
Structural Integrity field [1 power/10 Protection/round]
Main: Class 1 (Protection 40/60) <16>
Backup: Class 1 (Protection 20) <8>
Backup: Class 1 (Protection 20) <8>
Specialized hull: Atmospheric Capability <4>
Planetfall Capability <4>
Personnel Systems
Crew/Passengers/Evac: 51/10/500
Crew Quarters
Spartan: 40 <2>
Basic: 10 <2>
Expanded: 5 <1>
Luxury: 4 <4>
Unusual: 2 <2>
Environmental Systems
Basic Life Support [7 Power/round] <16>
Reserve Life Support [4 Power/round] <8>
Emergency Life Support (24 emergency shelters) <8>
Gravity [2 Power/round] <4>
Consumable: one years’ worth <4>
Food Replicators [4 Power/round] <4>
Industrial Replicators
Type: network of small Replicators [2 Power/round] <4>
Medical Facilities: 4 (+1) [4 Power/round] <20>
Recreation Facilities: 2 (one personal holodeck; one small lounge) [4 Power/round] <16>
Personal Transport: Turbolift; Jefferies tubes [2 Power/round] <12>
Fire Suppression System [1 Power/round when active] <4>
Mining Laser Class D [38 power/round of use] <12>
range: 4/10,000/30,000/80,000
location: forward bow
Ore Extraction Processor (50% extraction per round) [26 power/round of use] <26>
Cargo hold: 30,000 cubic meters (5,000 cubic meters standard cargo and supplies and 25,000 cubic meters of ore storage) <1>
Locations:
Escape Pods <1>
Number: 20
Capacity: 2 persons per pod
Propulsion Systems
Warp Drive Nacelles: Type 5 <50>
Speed: 5.0/6.0/7.0 [1 Power/.2 warp speed]
Uprating: package one (+0.1 to all) <6>
PIS: Type A (4 hours of Maximum warp) <2>
Special configuration: Embedded nacelles <16>
Impulse Engine Type: one Class 3 (.5c/.7c) [5/7 Power/round] <15>
Location:
Reaction Control System (.025c) [2 Power/ round when in use] <4>
Power Systems
Warp Engine: Class 3/E (generates 190 Power/round) <44>
Locations:
Impulse Engine[s]: one Class 3 (generate 24 power/engine/round)
Auxiliary Power: 2 reactors (generate 5 Power/reactor/round) <6>
Emergency Power: Type A (generates 25 Power/round) <25>
EPS: Standard Power flow, +100 Power transfer/round <30>
Standard Usable Power:
Operations systems
Bridge: <20>
Computers
Core: [5 Power/round] <8>
Core: [5 Power/round] <8>
ODN <12>
Navigational Deflector [5 Power/round] <16>
Range: 10/20,000/50,000/150,000
Accuracy: 5/6/8/11
Location:
Sensor Systems
Long-range Sensors [5 Power/round] <18>
Range package: Type 2 (Accuracy 3/4/7/10)
High Resolution: 5 Light-years (0.5/0.6 – 1.0/1.1 – 3.5/3.6 – 5.0)
Low Resolution: 12 Light-years (1.0/1.1 – 3.0/3.1 – 8.0/8.1 – 12.0)
Strength Package: Class 5 (strength 5)
Gain Package: Standard (+0)
Coverage: Standard
Lateral Sensors [5 Power/round] <10>
Strength Package: Class 5 (strength 5)
Gain Package: Standard (+0)
Coverage: Standard
Navigational Sensors: [5 Power/round] <10>
Strength Package: Class 5 (strength 5)
Gain Package: Standard (+0)
Probes: none
Sensor Skill: 3
Flight Control Systems
Autopilot: Shipboard systems (flight control) 1, Coordination 0 [1 Power/round in use] <3>
Navigational Computer
Main: Class 1 (+0) [0 Power/round] <0>
Backups: 1 <0>
Inertial Damping Field
Main <16>
Strength: 7 [3 Power/round]
Number: 2
Backup <4>
Strength: 4 [2 Power/round]
Number: 2
Attitude Control [1 Power/round] <1>
Communications Systems
Type: Class 5 [2 Power/round] <10>
Strength: 5
Security: -2
Emergency Communications: [2 Power/round] <1>
Tractor Beams
Emitter: Class Beta [3 Power/Strength used/round] <6>
Accuracy: 5/6/8/11
Lactation: Aft
Emitter: Class Alpha [3 Power/Strength used/round] <3>
Accuracy: 5/6/8/11
Location: hanger bay ventral aft
Transporters
Type: Personnel [3 Power/use] <10>
Pads: 4
Emitter/Receiver Array: Personnel Type 3 (25,000 km range)
Energizing/Transition Coils: Class E (strength 5)
Number and location:
Type: Cargo [2 Power/round] <8>
Pads: 200 kilograms
Emitter/Receiver Array: Cargo Type 2 (20,000 km range)
Energizing/Transition Coils: Class E (strength 5)
Number and location:
Security Systems Rating: 1 <4>
Anti-Intruder System: [1 Power/round] <4>
Internal Force Field [1 Power/3 Strength] <4>
Science Systems Rating: 1 (+0) [1 Power/round] <9>
Specialized Systems: none
Laboratories: 1 <2>
Tactical Systems
Plasma Beam weapons/Energy weapons <8 x 2 = 16>
Type equal to a Type IV phaser array
Damage: 80 [8 Power]
Number of Emitters: 80 (up to 2 shots per round)
Targeting Systems: Class Alpha Accuracy 5/6/8/11
Range: 10/30,000/100,000/300,000
Location: one forward, one aft
Firing arc: 180 degrees
Firing Modes: Standard and Pulse
TA/T/TS: Class Alpha [0 Power/round] <6>
Strength: 7
Bonus: +0
Weapon Skill: 3
Shields (Forward, Aft, Port, Starboard) <21 x 4 = 84>
Shield Generator: Class 2 (protection 250 (+100 embedded nacelles)) [25 Power/shield/round]
Shield grid: Type B (33% increase to 340 Protection)
Subspace field Distortion Amplifiers: Class Beta (Threshold 83 (+10 embedded nacelles))
Recharging System: Class 1 (45 seconds)
Backup Shield Generators: 4 (1 per shield) <4>
Auto-Destruct System <4>
Auxiliary Spacecraft systems
Shuttlebay(s): Capacity for 4 Size worth of ships <8>
Standard Complement: 2 Shuttlepods and 1 shuttlecraft
Location(s):